Add 3 files
Browse files- README.md +7 -5
- index.html +309 -19
- prompts.txt +1 -0
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: gradient-simulator-glsl
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emoji: 🐳
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colorFrom: purple
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colorTo: red
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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<!
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<html>
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| 1 |
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Fluid Gradient Simulator</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/dat.gui@0.7.7/build/dat.gui.min.js"></script>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family: 'Inter', sans-serif;
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}
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canvas {
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display: block;
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}
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#info-panel {
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position: absolute;
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bottom: 20px;
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left: 20px;
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background: rgba(0,0,0,0.7);
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color: white;
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padding: 15px;
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border-radius: 10px;
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max-width: 300px;
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backdrop-filter: blur(5px);
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}
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#title {
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position: absolute;
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top: 20px;
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left: 20px;
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color: white;
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font-size: 2rem;
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text-shadow: 0 0 10px rgba(0,0,0,0.5);
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z-index: 100;
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}
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.gradient-control {
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display: flex;
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align-items: center;
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margin-bottom: 10px;
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}
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.gradient-control input[type="color"] {
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margin-right: 10px;
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width: 30px;
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height: 30px;
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border: none;
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border-radius: 50%;
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cursor: pointer;
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}
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.gradient-control input[type="range"] {
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flex-grow: 1;
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}
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</style>
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</head>
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<body class="bg-gray-900">
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<div id="title" class="font-bold">Fluid Gradient Simulator</div>
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<div id="info-panel">
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<h3 class="text-lg font-semibold mb-2">Interactive Controls</h3>
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<p class="text-sm mb-4">Move your mouse to disturb the gradient. Scroll to zoom in/out.</p>
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<div id="controls">
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<div class="gradient-control">
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<input type="color" id="color1" value="#ff0000">
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<input type="range" id="color1Pos" min="0" max="1" step="0.01" value="0">
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</div>
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<div class="gradient-control">
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<input type="color" id="color2" value="#00ff00">
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<input type="range" id="color2Pos" min="0" max="1" step="0.01" value="0.5">
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</div>
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<div class="gradient-control">
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<input type="color" id="color3" value="#0000ff">
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| 73 |
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<input type="range" id="color3Pos" min="0" max="1" step="0.01" value="1">
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</div>
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<button id="randomize" class="mt-3 px-4 py-2 bg-blue-600 text-white rounded hover:bg-blue-700 transition">Randomize Colors</button>
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</div>
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</div>
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+
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<script>
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// Initialize Three.js scene
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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| 84 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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document.body.appendChild(renderer.domElement);
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+
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// Create a full-screen plane for our shader
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const geometry = new THREE.PlaneGeometry(2, 2);
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// Fluid simulation shader
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const shaderMaterial = new THREE.ShaderMaterial({
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uniforms: {
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time: { value: 0 },
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resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
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mouse: { value: new THREE.Vector2(0, 0) },
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color1: { value: new THREE.Color(0xff0000) },
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color2: { value: new THREE.Color(0x00ff00) },
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color3: { value: new THREE.Color(0x0000ff) },
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pos1: { value: 0 },
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| 101 |
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pos2: { value: 0.5 },
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| 102 |
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pos3: { value: 1 },
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turbulence: { value: 0.5 },
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speed: { value: 0.5 }
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform float time;
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uniform vec2 resolution;
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| 116 |
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uniform vec2 mouse;
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| 117 |
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uniform vec3 color1;
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| 118 |
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uniform vec3 color2;
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uniform vec3 color3;
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| 120 |
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uniform float pos1;
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| 121 |
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uniform float pos2;
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uniform float pos3;
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uniform float turbulence;
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| 124 |
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uniform float speed;
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| 125 |
+
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varying vec2 vUv;
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| 127 |
+
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| 128 |
+
// Simplex noise function (simplified)
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| 129 |
+
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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| 130 |
+
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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| 131 |
+
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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| 132 |
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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| 133 |
+
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| 134 |
+
float snoise(vec3 v) {
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| 135 |
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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| 136 |
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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| 137 |
+
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| 138 |
+
vec3 i = floor(v + dot(v, C.yyy));
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| 139 |
+
vec3 x0 = v - i + dot(i, C.xxx);
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| 140 |
+
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| 141 |
+
vec3 g = step(x0.yzx, x0.xyz);
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| 142 |
+
vec3 l = 1.0 - g;
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| 143 |
+
vec3 i1 = min(g.xyz, l.zxy);
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| 144 |
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vec3 i2 = max(g.xyz, l.zxy);
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| 145 |
+
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| 146 |
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vec3 x1 = x0 - i1 + C.xxx;
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| 147 |
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vec3 x2 = x0 - i2 + C.yyy;
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| 148 |
+
vec3 x3 = x0 - D.yyy;
|
| 149 |
+
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| 150 |
+
i = mod289(i);
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| 151 |
+
vec4 p = permute(permute(permute(
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| 152 |
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i.z + vec4(0.0, i1.z, i2.z, 1.0))
|
| 153 |
+
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
|
| 154 |
+
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
|
| 155 |
+
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| 156 |
+
float n_ = 0.142857142857;
|
| 157 |
+
vec3 ns = n_ * D.wyz - D.xzx;
|
| 158 |
+
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| 159 |
+
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
|
| 160 |
+
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| 161 |
+
vec4 x_ = floor(j * ns.z);
|
| 162 |
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vec4 y_ = floor(j - 7.0 * x_);
|
| 163 |
+
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| 164 |
+
vec4 x = x_ * ns.x + ns.yyyy;
|
| 165 |
+
vec4 y = y_ * ns.x + ns.yyyy;
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| 166 |
+
vec4 h = 1.0 - abs(x) - abs(y);
|
| 167 |
+
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| 168 |
+
vec4 b0 = vec4(x.xy, y.xy);
|
| 169 |
+
vec4 b1 = vec4(x.zw, y.zw);
|
| 170 |
+
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| 171 |
+
vec4 s0 = floor(b0)*2.0 + 1.0;
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| 172 |
+
vec4 s1 = floor(b1)*2.0 + 1.0;
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| 173 |
+
vec4 sh = -step(h, vec4(0.0));
|
| 174 |
+
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| 175 |
+
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
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| 176 |
+
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
|
| 177 |
+
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| 178 |
+
vec3 p0 = vec3(a0.xy, h.x);
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| 179 |
+
vec3 p1 = vec3(a0.zw, h.y);
|
| 180 |
+
vec3 p2 = vec3(a1.xy, h.z);
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| 181 |
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vec3 p3 = vec3(a1.zw, h.w);
|
| 182 |
+
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| 183 |
+
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
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| 184 |
+
p0 *= norm.x;
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| 185 |
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p1 *= norm.y;
|
| 186 |
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p2 *= norm.z;
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| 187 |
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p3 *= norm.w;
|
| 188 |
+
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| 189 |
+
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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| 190 |
+
m = m * m;
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| 191 |
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return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
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| 192 |
+
}
|
| 193 |
+
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| 194 |
+
void main() {
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| 195 |
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vec2 uv = vUv;
|
| 196 |
+
vec2 p = uv * 2.0 - 1.0;
|
| 197 |
+
p.x *= resolution.x / resolution.y;
|
| 198 |
+
|
| 199 |
+
// Mouse influence
|
| 200 |
+
vec2 mousePos = (mouse * 2.0 - 1.0);
|
| 201 |
+
mousePos.x *= resolution.x / resolution.y;
|
| 202 |
+
float mouseDist = length(p - mousePos);
|
| 203 |
+
float mouseInfluence = smoothstep(0.5, 0.0, mouseDist) * 0.5;
|
| 204 |
+
|
| 205 |
+
// Fluid simulation with noise
|
| 206 |
+
float noise = snoise(vec3(uv * 5.0, time * speed)) * turbulence;
|
| 207 |
+
noise += mouseInfluence * (snoise(vec3(uv * 10.0, time * speed * 2.0)) * 0.5 + 0.5);
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| 208 |
+
|
| 209 |
+
// Gradient with noise influence
|
| 210 |
+
float gradientPos = uv.y + noise * 0.2;
|
| 211 |
+
|
| 212 |
+
// Three-color gradient
|
| 213 |
+
vec3 color;
|
| 214 |
+
if (gradientPos < pos2) {
|
| 215 |
+
float t = (gradientPos - pos1) / (pos2 - pos1);
|
| 216 |
+
color = mix(color1, color2, t);
|
| 217 |
+
} else {
|
| 218 |
+
float t = (gradientPos - pos2) / (pos3 - pos2);
|
| 219 |
+
color = mix(color2, color3, t);
|
| 220 |
+
}
|
| 221 |
+
|
| 222 |
+
// Add some subtle highlights
|
| 223 |
+
float highlight = snoise(vec3(uv * 20.0, time * 0.5)) * 0.1;
|
| 224 |
+
color += highlight;
|
| 225 |
+
|
| 226 |
+
gl_FragColor = vec4(color, 1.0);
|
| 227 |
+
}
|
| 228 |
+
`
|
| 229 |
+
});
|
| 230 |
+
|
| 231 |
+
const plane = new THREE.Mesh(geometry, shaderMaterial);
|
| 232 |
+
scene.add(plane);
|
| 233 |
+
|
| 234 |
+
camera.position.z = 1;
|
| 235 |
+
|
| 236 |
+
// Mouse interaction
|
| 237 |
+
const mouse = new THREE.Vector2();
|
| 238 |
+
document.addEventListener('mousemove', (event) => {
|
| 239 |
+
mouse.x = (event.clientX / window.innerWidth);
|
| 240 |
+
mouse.y = 1 - (event.clientY / window.innerHeight);
|
| 241 |
+
shaderMaterial.uniforms.mouse.value = mouse;
|
| 242 |
+
});
|
| 243 |
+
|
| 244 |
+
// Handle window resize
|
| 245 |
+
window.addEventListener('resize', () => {
|
| 246 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
| 247 |
+
camera.updateProjectionMatrix();
|
| 248 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 249 |
+
shaderMaterial.uniforms.resolution.value.set(window.innerWidth, window.innerHeight);
|
| 250 |
+
});
|
| 251 |
+
|
| 252 |
+
// Color controls
|
| 253 |
+
const color1Input = document.getElementById('color1');
|
| 254 |
+
const color2Input = document.getElementById('color2');
|
| 255 |
+
const color3Input = document.getElementById('color3');
|
| 256 |
+
const pos1Input = document.getElementById('color1Pos');
|
| 257 |
+
const pos2Input = document.getElementById('color2Pos');
|
| 258 |
+
const pos3Input = document.getElementById('color3Pos');
|
| 259 |
+
const randomizeBtn = document.getElementById('randomize');
|
| 260 |
+
|
| 261 |
+
color1Input.addEventListener('input', () => {
|
| 262 |
+
shaderMaterial.uniforms.color1.value.set(color1Input.value);
|
| 263 |
+
});
|
| 264 |
+
|
| 265 |
+
color2Input.addEventListener('input', () => {
|
| 266 |
+
shaderMaterial.uniforms.color2.value.set(color2Input.value);
|
| 267 |
+
});
|
| 268 |
+
|
| 269 |
+
color3Input.addEventListener('input', () => {
|
| 270 |
+
shaderMaterial.uniforms.color3.value.set(color3Input.value);
|
| 271 |
+
});
|
| 272 |
+
|
| 273 |
+
pos1Input.addEventListener('input', () => {
|
| 274 |
+
shaderMaterial.uniforms.pos1.value = parseFloat(pos1Input.value);
|
| 275 |
+
});
|
| 276 |
+
|
| 277 |
+
pos2Input.addEventListener('input', () => {
|
| 278 |
+
shaderMaterial.uniforms.pos2.value = parseFloat(pos2Input.value);
|
| 279 |
+
});
|
| 280 |
+
|
| 281 |
+
pos3Input.addEventListener('input', () => {
|
| 282 |
+
shaderMaterial.uniforms.pos3.value = parseFloat(pos3Input.value);
|
| 283 |
+
});
|
| 284 |
+
|
| 285 |
+
// Randomize colors
|
| 286 |
+
randomizeBtn.addEventListener('click', () => {
|
| 287 |
+
const randomColor = () => {
|
| 288 |
+
return '#' + Math.floor(Math.random()*16777215).toString(16);
|
| 289 |
+
};
|
| 290 |
+
|
| 291 |
+
color1Input.value = randomColor();
|
| 292 |
+
color2Input.value = randomColor();
|
| 293 |
+
color3Input.value = randomColor();
|
| 294 |
+
|
| 295 |
+
shaderMaterial.uniforms.color1.value.set(color1Input.value);
|
| 296 |
+
shaderMaterial.uniforms.color2.value.set(color2Input.value);
|
| 297 |
+
shaderMaterial.uniforms.color3.value.set(color3Input.value);
|
| 298 |
+
});
|
| 299 |
+
|
| 300 |
+
// Animation loop
|
| 301 |
+
function animate() {
|
| 302 |
+
requestAnimationFrame(animate);
|
| 303 |
+
shaderMaterial.uniforms.time.value += 0.01;
|
| 304 |
+
renderer.render(scene, camera);
|
| 305 |
+
}
|
| 306 |
+
animate();
|
| 307 |
+
</script>
|
| 308 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=arirajuns/gradient-simulator-glsl" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 309 |
+
</html>
|
prompts.txt
ADDED
|
@@ -0,0 +1 @@
|
|
|
|
|
|
|
| 1 |
+
Shader toy, three.js,GLSL, type script, physics simulation of gradients
|